;Score remover, By GreenHammerBro. Credit goes to me and WhiteYoshiEgg. ;This patch will remove the score entirely, similar to how JackTheSpades remove the level ;time limit. Unlike Iceguy's anti-score patch, this one also remove some unessary things ;that he left out: ;-Not to store tile #$FC to the status bar/HUD every frame, this is noticeable if you ;are using a custom counter/meter on that space the score was on, then the custom ;counter gets overwritten by the "invisible" score that *was* there, making that space ;Unusable even though its not there. With this patch, now you CAN use that space for ;something else. ;-Don't show sprite score numbers, even if the score numbers on the HUD is "invisible" ;the numbers that still appear if you damage a sprite are now pointless (whats the point ;of showing the numbers if they are not going to be used?!?). With this patch, you ;don't need to erase the score sprite graphic tile, you can now use that tile for ;something else. ;Note: All smw's score related data is removed, but other codes not from smw's aren't. ;This means if you are using a custom sprite, blocks (the brick block) or any others that ;uses the score routine, will still have in effect as the sprite numbers may still appear ;depending on which code, in this case, look for a comment by pressing CTRL+F to ;find the phrase and type "score" or something similar or related and remove that ;line. !drumroll = 1 ;>set to 0 to remove all drumroll sfx that happens when beating the level ;(also applies to getting bonus stars). I put this here because if the player ;doesn't hit the goal tape (which mario will miss the bonus stars), it still ;play the drumroll effect (once or shortly in duration). ;------------------------------------------------------------------------------------- ;this code below is made by WhiteYoshiEgg (from the DKC sprite status bar patch), ;this code removes the score sprite that appears when killing or damaging a sprite ;(the 200, 400, 800, 1000, 2000, 4000, 8000 points) and removing the score tally at ;level end, except the 1-ups. org $02ADBD ;\remove score sprites (that appears when hurting JML DisableScore ;|or defeating enemies), but leave the 1-up. org $00F9F5 ;|You can replace/overwrite the sprite score numbers DisableScore: ;|graphics with something else since its now an unused LDA $16E1,x ;|graphic. CMP #$0D ;| BCC .no1Up ;| JML $02ADC2 ;| .no1Up ;| JML $02ADC5 ;/ org $05CC42 ;\Remove endlevel score tally. db $FC,$38,$FC,$38,$FC,$38,$FC,$38 ;| db $FC,$38,$FC,$38,$FC,$38,$FC,$38 ;| db $FC,$38,$FC,$38,$FC,$38,$FC,$38 ;| db $FC,$38,$FC,$38,$FC,$38,$FF ;/ org $05CC77 ;other score stuff (possibly the calculations and other score-related things?) BRA + : NOP #11 : + ;It will not remove the bonus star stuff. org $05CCAA BRA + : NOP #76 : + org $05CE4C JMP + : NOP #83 : + org $05CEAF db $FC org $05CCFB BRA + : NOP #41 : + org $05CECF BRA + : NOP #52 : + org $05CF36 NOP #3 org $05CF78 BRA + : NOP #38 : + org $05CDFD JMP + : NOP #57 : + ;WhiteYoshiEgg's code ends here------------------------------------------------------- if !drumroll = 0 org $05CDE4 ;\remove drumroll sfx (even if you get bonus stars, sorry). db $00 ;| org $05CF49 ;| db $00 ;/ endif